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<P align=center><STRONG>Game Compatibility List for Rice's Video 
Plugin</STRONG></P>
<DL>
  <DT>Compatibility Definitions*:<BR><BR>Playable: &nbsp;Graphics can** be 
  emulated to the point where it is possible to play through at least one 
  in-game aspect. &nbsp;Instead of covering all of the different perceptions of 
  the term 'playable', read the known issues for each game to see exactly how 
  playable.<BR>In-Game: &nbsp;Graphics emulation can push 
  on to the point where the end user can tell that the game is beyond menu 
  elements and in an area of gaming user interaction without being able to 
  visibly interact. 
  <DT>FB: Framebuffer 
  <DT>DB: Depth buffer 
  <DT>Combine: Combiner 
  <DT>Blend: Blender 
  <DT>Texmap: Texture mapping 
  <DT><BR><BR>*All definitions apply only when using Rice's Video 
  Plugin.<BR>**By any end user without assumption of any programming or plugin 
  development and improvement knowledge; only the ability to follow the 
  instructions written in this compatibility list. </DT></DL>
<P>&nbsp;</P>
<P>&nbsp;</P>
<P>
<TABLE style="BORDER-COLLAPSE: collapse" borderColor=#000000 cellSpacing=0 
cellPadding=2 width="100%" border=1>
  
  <TR>
    <TD>&nbsp;<FONT size=2>Game Title</FONT> </TD>
    <TD><FONT size=2>&nbsp;Status</FONT></TD>
    <TD><FONT size=2>&nbsp;Known Graphics 
Issues</FONT>  </TD>
    <TD><FONT size=2>&nbsp;Notes</FONT></TD></TR>
  <TR>
    <TD><FONT size=2>&nbsp;Banjo-Kazooie</FONT></TD>
    <TD><FONT size=2>&nbsp;Playable</FONT></TD>
    <TD>
      <P><FONT size=2>&nbsp;Unemulated jigsaw transition 
      effect (FB)</FONT>    </P>
      <P><FONT size=2>Pixelated rendering to texture 
      emulation of Bottles' jigsaw challenges (FB)</FONT>        
       </P>
      <P><FONT size=2>Smooth but inaccurate texture mapping 
      of pause menu frame buffer textures (FB)</FONT>          
       </P></TD>
    <TD><FONT size=2>&nbsp;As long as you don't screw 
      around with the recent configuration set for this game, some frame buffer 
      and texture rendering effects will be nicely attempted, though not as 
      nicely as in Glide64 and Jabo's Direct3D 1.5.2+. &nbsp;You should see no 
      fog or alpha issues of any kind. &nbsp;So far, the only known unsuccessful 
      frame buffer drawing attempt is the jigsaw transition effect, which 
      requires HWFBE or the "Write Back Every Frame" frame buffer 
    setting.</FONT>         
                 
                  
                  
                  
                 
             </TD></TR>
  <TR>
    <TD><FONT size=2>&nbsp;Banjo-Tooie</FONT></TD>
    <TD><FONT size=2>&nbsp;Playable</FONT></TD>
    <TD>
      <P><FONT size=2>Unrendered jigsaw pieces 
      (FB)&nbsp;</FONT>   </P>
      <P><FONT size=2>Unemulated&nbsp;pause screen 
      (FB)</FONT>  </P></TD>
    <TD><FONT size=2>&nbsp;The Normal Blender and Normal 
      Combiner settings together make the pause screen in-game background show 
      up perfectly with no frame buffer emulation needed, just like they do in 
      Banjo-Kazooie, but the Normal Combiner setting is known to cause great 
      graphics issues in many games and should be left off.</FONT>      
                
                  
                 
               </TD></TR>
  <TR>
    <TD><FONT size=2>&nbsp;Bomberman 64</FONT> </TD>
    <TD><FONT size=2>&nbsp;Playable</FONT></TD>
    <TD>
      <P><FONT size=2>&nbsp;Unemulated motion blur and 
      screen shrinkage effects (FB)</FONT>       </P>
      <P><FONT size=2>&nbsp;Alpha issues with flashing and 
      preimage effects, only fixable by software rendering.</FONT>          
       </P></TD>
    <TD><FONT size=2>&nbsp;Pretty good chances of black 
      in-game and menu screens, unless you tweak around with the DirectX 
      settings a lot. &nbsp;The cure option under the DirectX tab is difficult 
      to confirm and experimental; try playing around with the anti-aliasing, 
      anisotropic filtering and the two software advanced options. &nbsp;Only a 
      temporary and unconfirmed fix, tested on two NVidia cards. &nbsp;Sure fix 
      is to change screen update option to the "Before clear the Screen" 
      setting, which will remove text and cause frame update 
issues.</FONT>       
                  
                  
              
                
                  
                 
              </TD></TR>
  <TR>
    <TD><FONT size=2>&nbsp;Gauntlet Legends</FONT> </TD>
    <TD><FONT size=2>&nbsp;Playable</FONT></TD>
    <TD><FONT size=2>&nbsp;Ocassional flickering that 
      lasts for about a half minute, partial GUI display, slow during active 
      in-game geometry</FONT>         
             </TD>
    <TD><FONT size=2>&nbsp;You may see a crash while 
      loading the first level (Not all levels give this crash, but which levels 
      is uncertain.) due to the rendering to texture emulation used. &nbsp;Have 
      this option set to the basic setting while this level is loading if you 
      are affected, so that next time you should be able to enter with the 
      "Write Back &amp; Reload" setting, the ultimate fix to many of this game's 
      graphics issues with the plugin. &nbsp;Use the four C buttons to refresh 
      the statistics GUI for your player if the flickering wipes it out. 
      &nbsp;To fix the speed issue, either use 1964 for speed or the Project64 
      AudioFix edition for slight speed increase but a fix to the garbage voice 
      sounds.</FONT>         
                   
                  
                    
                    
                   
                  
                   
                  
               </TD></TR>
  <TR>
    <TD><FONT size=2>&nbsp;Mario Kart 64</FONT>  </TD>
    <TD><FONT size=2>&nbsp;Playable</FONT></TD>
    <TD>
      <P><FONT size=2>&nbsp;Unemulated gameplay projector 
      screens in levels Luigi Raceway and Wario Stadium (FB)</FONT>         
        </P>
      <P><FONT size=2>White tiling during game results 
      display, should be black</FONT>        </P></TD>
    <TD><FONT size=2>The graphics plugin to fix both of 
      these issues is at least Jabo's Direct3D 8 1.7, but texture mapping will 
      be inaccurate in the title and Player Select screens.</FONT>         
                   
            </TD></TR>
  <TR>
    <TD><FONT size=2>&nbsp;Mystical Ninja: &nbsp;Staring 
      Geomon</FONT>   </TD>
    <TD><FONT size=2>&nbsp;Playable</FONT></TD>
    <TD><FONT size=2>&nbsp;Some triangle flickering, text 
      container image only shows in-game</FONT>        
    </TD>
    <TD><FONT size=2>&nbsp;Use version 5.9.9 for faster 
      loading tiles with no side effects, Azimer's HLE v0.56 WIP 2 for proper 
      sound.</FONT>       
                 </TD></TR>
  <TR>
    <TD><FONT size=2>&nbsp;Sin and Punishment</FONT>  </TD>
    <TD><FONT size=2>&nbsp;Playable</FONT></TD>
    <TD>
      <P><FONT size=2>Missing motion blur (FB)</FONT>   </P>
      <P><FONT size=2>Missing&nbsp;dithered alpha effects 
      (Combine)</FONT>   </P></TD>
    <TD><FONT size=2>Lens flares are also used in the 
      game but don't use depth buffer emulation. &nbsp;Motion blur will need 
      HWFBE for correct speed&nbsp;and dithered alpha will need to be supported 
      by the combiner.</FONT>          
                 
                </TD></TR>
  <TR>
    <TD><FONT size=2>&nbsp;Star Wars: &nbsp;Rogue 
      Squadron</FONT>   </TD>
    <TD><FONT size=2>&nbsp;In-Game</FONT></TD>
    <TD><FONT size=2>&nbsp;No three-dimensional geometry 
      is displayed, and transparency of animated text preimages is 
      unsupported.</FONT>        
          </TD>
    <TD><FONT size=2>Heightfeld HLE&nbsp;microcode is 
      currently unsupported by all graphics plugins, but LLE plugins such as z64 
      and Jabo's Direct3D 1.7+ do not need this to display the game's 
      three-dimensional geometry. &nbsp;The best HLE attempt is to use Lemmy's 
      Direct3D plugin supplied with Nemu64. </FONT>        
                    
                
                </TD></TR>
  <TR>
    <TD><FONT size=2>&nbsp;Star Wars: &nbsp;Shadows of 
      the Empire</FONT>     </TD>
    <TD><FONT size=2>&nbsp;Playable</FONT></TD>
    <TD><FONT size=2>&nbsp;No known issues</FONT>  </TD>
    <TD><FONT size=2>&nbsp;Use version 5.9.9 for better 
      use of regular texture mapping and rendering-to-texture emulation, 
      Azimer's HLE with "Emulate/Simulate AI" disabled. </FONT>           
             
       </TD></TR>
  <TR>
    <TD><FONT size=2>Super Mario 64</FONT>  </TD>
    <TD><FONT size=2>&nbsp;Playable</FONT></TD>
    <TD>
      <P><FONT size=2>Inaccurate sky texture mapping 
      (Texmap)</FONT>    </P>
      <P><FONT size=2>Mario does not dissolve correctly 
      when teleporting or invisibile. (dithered alpha)</FONT>         
       </P>
      <P><FONT size=2>Bowser also does not dissolve 
      correctly after defeat. (dithered alpha)</FONT>         
      </P></TD>
    <TD><FONT size=2>&nbsp;Glide64 fixes the dissolve 
      graphics issues with this game, but Direct64 and partially glN64 can be 
      configured to fix them, too</FONT>      
                   
       .</TD></TR></TABLE> </FONT></P>
<P>&nbsp;</P>
<P><FONT face=Arial size=2>The following ROM files are not games, their titles 
preceeding a number from 0 to 10 representing graphics emulation success: 
</FONT></P>
<UL>
  <LI><FONT face=Arial size=2>Action Replay Pro 64, ? (hacked, 10) </FONT>
  <LI><FONT face=Arial size=2>CD64 BIOS, ? </FONT>
  <LI><FONT face=Arial size=2>GameShark Pro, ?</FONT> </LI></UL>
<P><FONT face=Arial size=2>If you have an entry to submit or corrections for one 
that already exists within this document, please </FONT><A 
href="http://www.emutalk.net/showthread.php?t=39979"><FONT face=Arial 
size=2>send a message to this discussion thread</FONT></A><FONT face=Arial 
size=2> or send an e-mail to Iconoclast at rj150@hotmail.com.<BR>General 
Nintendo 64 game compatibility and support is covered in </FONT><A 
href="http://bmgcl.emuxhaven.net/files/N64EmuDoc.chm"><FONT face=Arial 
size=2>this documentation</FONT></A><FONT face=Arial 
size=2>.</FONT></P></body>
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